Post news Report RSS Update and new features/changelog part one

Latest news concerning the new update and some of the new features of the next version.

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Greetings Warsword fans

By now we had hoped that any new article we posted would be to confirm release but unfortunately testing revealed some issues, particularly concerning models and animations, which have to be fixed before we consider releasing. We have all been working through them and luckily Del has had the time to come back and help us fix a lot of them.


Right now all of the major coding is done. All that remains on that front is tweaking and balancing and fixing a few issues which are popping up as we continue testing. Model wise I am waiting on one last pack of new models, some minor fixes and one major fix for the new orcs. My estimate is that we are still a couple of weeks away from release although we cannot say for sure until the all the model work is finished and we have done a bit more testing.


Rest assured the things we are delaying for are issues that simply have to be fixed. We are not holding back until every last problem is fixed, there will be small issues here and there (there always is) but anything significant we aim to tackle first.





I plan to post up the changelog before release and to start off I will talk about some of the newer features which are going to be included.


Combat abilities

In the new version of warsword we have introduced combat abilities which will have significant influence on how battles play out and hopefully add a whole new tactical edge on how the player as a commander utilises their troops for maximum success.

Not every troop has a combat ability and some races are more associated with some abilities over others but as a player you will be able to purchase 3 of them from the arena master (price for each varies depending on your race). The ability to purchase abilities for your companions will be introduced in a later release but some companions do already come with their own pre assigned abilities. Regardless of race the player starts off with no abilities.

Combat abilities do not work in tournaments or the arena.

Combat abilities can be toggled on and off in the camp menu


Dodge:

This is a skill which gives a troop a chance to dodge any incoming attack. In order to maximise your dodge chance you need to invest in strength and athletics and have as low an encumberance as possible. The best dodge chance it is possible to achieve is 60% although this kind of chance is rare and associated with very experienced troops who wear very light to no armour.

Dodge chances against ranged weapons are reduced depending on the speed of the projectile, however investing in agility can help negate some of this penalty.

Troops which have dodge are all elves, all halfings, all assassin lines in the game, all samurai and monk class troops, ninjas, higher level pirates, vampires, amazons and ghosts/banshees (to simulate their ethereal nature).


Ignore pain:

Warhammer quest fans will recognise this skill and it is the ability to shrug off some of the blows you receive simply because you are that tough and don’t have time to bleed. The higher your ironflesh, the more damage will be disregarded when you take a hit.


Troops which have ignore pain are higher level orcs, all beastmen apart from ungors, higher level lizardmen, skaven troops from clan moulder and a few other individual troops.


Mighty Blow:

This skill gives you the chance to inflict extra damage with your melee weapon. The chance of activating the skill is roughly 1 in 3 although extra damage will vary depending on the roll and power strike rating. Not many troops have this skill and it does not have much effect until you have your power strike rating fairly high due to how strong the skill is.

Troops which have mighty blow are highest level beastmen, chaos, orc and lizardmen, some special troops and a few individual troops such as the dark elf executioner.


Those are the 3 skills you can purchase from the arena master.


Ward saves:

Ward saves can be purchased from the wizard Cyrus the Bright and they give you a chance of negating all damage completely. There is 6+, 5+ and 4+ ward saves in the mod and you can purchase them incrementally from Cyrus. They are very expensive but well worth the investment.

Troops in the game which have ward saves include many special character lords and a few troops such as ninjas, savage orcs and some bretonnian knights.



Some non purchasable skills:


Unbreakable: Troops with this skill will not break in combat or desert due to low morale. These include all of the undead, saurus, samurai, Bretonnian knights and some dwarves such as slayers.

Regenerate: Some troops will have a chance to regenerate their health either due to their nature such as trolls or mummies or through blessings such as the warrior priest or paladins. Some lords have regeneration through magical items as well. The player cannot purchase this as a skill but more than likely a magic item will be purchasable which will give the regenerate effect when in the inventory.



New economy and trading

To help the early game in a post freelancer mod gsanders (aka phosphor on modddb) has completely overhauled the way trading and investment works to make the warsword world more lucrative and to make the merchant class a more viable build. Towns are now set to specialise in certain goods with a realistic supply and demand system and trade routes have been set to try and keep the world economy going as the carnage continues.

Caravans often don’t reach their destination in warsword and to help solve this gsanders has introduced “royal traders” which are sea traders and port by coastal towns. They currently do not travel the seas and teleport to their destination (this may change later) but this helps make sure that certain port towns get their supplies and don’t become impoverished because the caravans cannot make the long journey there.



Revamped tournaments

Tournaments have changed a lot this time around in warsword. We have introduced mounts into tournaments now and each faction (bar pirates and dwarves) have their own personal choice of mount for combatants and every faction has their own set of tournament weapons and loadout chances so that the tournament experience differs from faction to faction.

The changes have meant that tournaments are more winnable at an earlier stage in the game although they are still tough.

Some towns have the benefit of being custom made by Jargon Darot or Captain Melon and these towns also have custom arenas which vary in size and design. The chaos and orc arenas for example are very compact and the enemy will be on you in seconds making for very frantic and fast paced rounds.


Kingdom patrols

All factions have patrols now instead of just some and they vary in size from the larger patrols of 50 – 60 to smaller scouting parties of about 12 – 20. These patrols are automatically generated and the amount generated depends on the amount of castles and towns owned by the faction.

The player will also benefit from these patrols and as you expand your kingdom they will start to patrol your lands and help defend you from your determined enemies.


That is all for now but I plan to write another update soon with a further update and more news on upcoming features and changes made from the last version.


Thanks for reading and we hope to bring more news soon.

Nameless Warrior

Post comment Comments
sambob
sambob - - 382 comments

This is all very good news! Thank you!

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GetsugaDante
GetsugaDante - - 176 comments

Sweet I almost lost hope for this mod, did you work on the diplmacy? it's kind of anoing because some factions(like Tomb Kings or Lizardmen) are completely peaceful and never go to war.

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Nameless_Warrior Author
Nameless_Warrior - - 274 comments

Diplomacy is planned for the next update. By removing the tomb raiders lizardmen lords are not held back and with new neighbours there is always war for them now.

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GetsugaDante
GetsugaDante - - 176 comments

Awesome, it was pretty anoing playing as a Tomb King and never seeing war.^^

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Himjar
Himjar - - 266 comments

I always had an idea. Since this is Warhammer and thus battles are more unnatural, could you lads in the dev team change the amount of recruits you get when you go to a village to recruit? Or a different way of recruiting could work as well. it is kind of weird to travel the entire faction recruiting and then get only about 30 warriors?

Just an idea as i have done it with the module system myself, so i don't think it would be a huge problem for you.

The recruitment works fine for other mods but this mod is an exception as it is warhammer :)

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RastaCakes
RastaCakes - - 9 comments

If diplomacy is implemented it should allow you to hire a castellan to get more recruits etc

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toykilling
toykilling - - 48 comments

Comment on this from Devlopers.." This has been done already. The number that volunteer is influenced by how well the village likes you (as in native) but also by your reknown and to a small extent charisma. If you're (in)famous more villagers will show up from curiousity. You still have a chance to blow it though if your party has plenty of troops from races the villagers would have started the game as 'natural' enemies -- these are compared to the "friendly" troops in your party, from the villagers' perspective, with most mercs not counting for or against. If this changes the number of villagers that actually are still willing to be hired, a message tells you so.

These are changes I made because some months ago I agreed with that view.

- GS"
Hope that helps.

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Legionary_119
Legionary_119 - - 208 comments

Awesome, will this fix the siege scenes that spawn enemies in the walls and make them unwinnable?

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wolnyi1
wolnyi1 - - 58 comments

What it will be with recrutation system ? Because it would be nice to be able to summons some daemons from warp to your party. Or to create some undead.

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Nameless_Warrior Author
Nameless_Warrior - - 274 comments

Lots of scenes have been edited or remade. There may be the odd issue of stuck troops but hopefully nothing catastrophic. One way of dealing with that is having cheats on and use the auto kill command.

There are is summoning or necromancy yet but it is on the possibilities list.

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Mladen.
Mladen. - - 1,830 comments

Thank you!

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Kick_Abbot
Kick_Abbot - - 111 comments

How many new models and scenes are there that you haven't shown screenshots for?

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polloio
polloio - - 3,977 comments

Models a lot (some of which are being ultimated/fixed).

Scenes not many.

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jimmers32001
jimmers32001 - - 6 comments

I just masturbated to this post thats how happy i am!

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SandroTheGreat
SandroTheGreat - - 70 comments

Why must I have exams just when this is happening! :(

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ClockworkMishap
ClockworkMishap - - 49 comments

Don't worry, the mod won't actually be out until June.

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SandroTheGreat
SandroTheGreat - - 70 comments

HYPE!

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Slioc
Slioc - - 21 comments

I can't imagine how much work the mentioned changes must have caused... nor how much joy they'll bring me^^ those abilities and the tournaments will make the mod even more warhammerish and the tradingoverhaul will strenghten my immersion.

I love the way you develope this mod. With best regards, Slioc

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shishman
shishman - - 254 comments

I hope there is an option to turn these abilities off, as some of them could be annoying. Imagine you shooting some orc at close range, and it still comes at you! But still, amazing job guys :)

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polloio
polloio - - 3,977 comments

Well.....if there's an orc charging you with ignore pain it could happen.

As much as could happen to you if someone hits you and you soak the damage or deflect it completely :)

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Awerlord
Awerlord - - 185 comments

(buried)

I just read through the changes and I have to say I am quite dissapointed. How does dodge translates into mount and blade, where your character moves? If a character didn't moved, it means no dodge, simple as that. Unbrekable and regenarion are fine skills, also make sure undead do not consume food, that would be nice. Ignore pain skill I am fine with, since if you are wearing high armor and you are high level, low level attacks should not bother you. I dislike ward save idea entirely. These combat changes are good for a turn based RPG, not an active combat of mount and blade.

Nice to see a real econymy being introdused into the mod, that will make world look more alive and give potential trade opportunies, or some twisted ideas to criple enemies economy.

New revamped tournament is a good addition.
Patrols for factions is good too.

Overall, good update, but dodge and safewards should be removed, or toggled off, since I don't see how it can translate into a action combat of mount and blade. The whole idea of dodge was there because combat was turn based, but since mount and blade is not turn based, skill such as dodge should not even exist.

Seriously, what the hell happened guys? You were doing so well, but then you wen't overboard. I've been waiting for this mod for over a year, this was my number one thing to play because most new comming video games are crap, and now I am deeply dissapointed. Was standart mount and blade combat not enough? Damn.

I hope you make ability to turn off all these features relating to combat, or give info how to do it ourselves.

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polloio
polloio - - 3,977 comments

Dodge works as a "dice roll" like in tabletop Warhammer. A virtual die gets cast and if you win you don't get damage from the dodged attack, else you get rekt by the hit :)

Safe Wards work in a similar way, the higher the level of the Ward, the more probably the damage reduction will occur. Ignore Pain instead soaks the damage partially and it's "skill based".

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Awerlord
Awerlord - - 185 comments

(buried)

Yeah, tabletop, not action rpg like mount and blade. Will we get option to turn these features off?

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Umbra53
Umbra53 - - 56 comments

"Combat abilities can be toggled on and off in the camp menu"

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Awerlord
Awerlord - - 185 comments

(buried)

Good, thank you. Atleast now I can calm down. Guys, why did you thought that adding ability such as "Dodge" in this game was a good idea? Do you have a steam? Let's talk about it.

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Aramyle
Aramyle - - 19 comments

someone always has something to bitch about it seems

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mikeboix
mikeboix - - 654 comments

Nobody wants to talk with you about it. If you don't like it, you can disable it at the camp menu.

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asphalt_cowboy
asphalt_cowboy - - 21 comments

get out

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Voljin
Voljin - - 8 comments

This sounds amazing guys! I suddenly felt the need to play M&B after not playing for a while and since this is the only mod I ever really enjoyed, I decided to take a look if there maybe was an update. Lo and behold! Thanks so much already :)

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Kriegtooth
Kriegtooth - - 1,608 comments

Awesome! Cant wait for the next release!

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TheHolyPilgrim
TheHolyPilgrim - - 213 comments

*sees that there might be another month until release*

*slips back into hibernation*

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asphalt_cowboy
asphalt_cowboy - - 21 comments

updates like this are good they let us know that something is happening. You could even do smaller updates and make them more often so we dont get as frustrated.

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gustavusmagnus
gustavusmagnus - - 5 comments

Good, Goooooood... *Emperor Palpatine laugh*

Kudos to all you guys. Keep being awesome. And sexy. Especially sexy.

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Hellenic_Hoplite
Hellenic_Hoplite - - 31 comments

can't... wait......!!!

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lazylegionspark
lazylegionspark - - 173 comments

*Excitement rising*

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Kagestorn
Kagestorn - - 326 comments

10 Days Edition It is...

Soon...

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Khaelos
Khaelos - - 35 comments

Overall, all these things look great, but I do hope that Greatswords get the Mighty Blow skill at the very least, otherwise the Empire is gonna get rekt even harder whenever half the factions arrive at close range!

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Hthartley
Hthartley - - 2 comments

Ooooh, this is going to be a fun update huh? I thought we were just going to be getting a few new factions, but it seems that there'll be a bunch of new addons. I was just wondering, but have you guys addressed the issue of that ogre companion? I found him one campaign and cheated in some ogre armor for him, but I haven't been able to find him since, what with him being invisible and all. Please add a new ogre skin so that I can find him in taverns, I'd much appreciate it.

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sapoio
sapoio - - 29 comments

OMG this is the best M&B mod of all time! i am very gratefull for the work that you guys do! keep it up!!!

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hkajs
hkajs - - 7 comments

this is going to be so so so awesome!!!!

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justin-t-wood
justin-t-wood - - 5 comments

I hate to ask, but where can I see which abilities I have bought for my character? For example, if I play multiple characters, is there somewhere I can see if I bought dodge on one of them? Thanks.

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margarethviktorie
margarethviktorie - - 144 comments

dogde, ignore pain and Mighty Blow, can bought on 'arena'.

link for good:
Moddb.com

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margarethviktorie
margarethviktorie - - 144 comments

waiting for more updadtes:

- need to fix sea battle.

- need to fix consequence lines, line 48 and line 10;

- need to fix 'disembarkation' and boarding for royal traders.

- need to fix 'revamped tournament' on beastman city. (I forgot the city's name).

- need to fix 'world map', enlarge the edge.

i love this mod.

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Khaorix
Khaorix - - 5 comments

I had an older version of the mod and I strongly prefer this one. The amount of work done is amazing. Huge congrats & thanks to the team!

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Kaal979
Kaal979 - - 475 comments

Anybody yet deleted his beta version?

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mblack00
mblack00 - - 3 comments

About the dodge ability: Which influence more? Strenght or Athletics? Can you tell me the mathematical formula for it please :D

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